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The Zerg "Queen" (a misnomer, as it does not produce Larvae) is capable of producing biotoxins that have dramatic
effects on both Zerg and other lifeforms. There have also been reports of
Queens spawning smaller Zerg creatures (Broodlings) by injecting other species
with thrown egg clusters. Like the Overlords, the Queens appear to tend to
Larvae, and are generally found near the central nest.
A Queen has no
physical attack of its own, but it does have the ability to hover through the
air at great speeds, allowing it to escape from harm relatively quickly. What
makes the Queen a truly deadly Zerg breed are the abilities it has at its
disposal including: Ensnare, Spawn Broodling and Parasite. For more details on
these abilities, check out the Special Abilities section below.
Upgrades
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Flyer Carapace |
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Gamete Meiosis |
Flyer Carapace - Each upgrade adds +1 to the Flyer Carapace for a total of +3 when fully upgraded.
Gamete
Meiosis - This evolved property gives the Queen
the ability to hold an additional 50 energy, increasing the Queen's energy
limit to 250.
Abilities
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Infest Command Center |
Queens
can naturally produce bio-toxins that can be unleashed on damaged Terran
Command Centers. Once these toxins are released they quickly infest the
facility, bringing it under the control of the Zerg.
Infesting
a Command Center is a simple process. During your attack of a Command Center,
just place a Queen over it and as soon as enough damage is inflicted, the Queen
will automatically enter the facility and infest it. The infestation process is
very quick and within moments the Command Center will be yours to move and to
produce Infested Terrans.
Infest enemy Command Centers whenever the opportunity arises, even if you have no need for Infested Terrans. You have to remember that not only do you gain the Infested Command Center for your own use, you are taking it away from your enemy, perhaps stalling future plans for expansion. On the other hand, if you have a dire need for Infested Terrans, you can also infest friendly Command Centers (an ally's or teammate's) just as well as enemy ones.
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Parasite |
The Queen
can produce and attach a remora-like Parasite to any other unit, organic or
not. These parasites give their Queen the ability to see everything the
affected unit can see. These Parasites, once attached, are difficult to remove
and can be destroyed either by killing the host unit or having a Medic use her
Restoration ability on the host unit. Zerg Drones that have been Parasited can
destroy the Parasite by morphing into a structure. In any other situation, the
Parasite will survive for as long as the host unit is alive and will continue
to share the affected unit's vision with the Queen. Note that this ability
works only with units -- buildings of any kind cannot be Parasited.
Units
that have been Parasited can be distinguished through the status window. If only
the affected unit is selected, the status screen will indicate that a Parasite
has been detected. If the unit is group selected with other units, its
wireframe icon will appear green instead of the normal blue. But even with
these obvious clues, it can be easy for an opponent to overlook a worker or
other unit that may be Parasited.
Parasite
is an effective counter to cloakable/burrowing units and if a unit is Parasited
before it cloaks it can be seen by the Queen's brood. Also if an enemy detector
is Parasited, it will reveal all cloaked units within its sight range. This
makes Overlords, Observers and Science Vessels especially good targets for
Parasite.
A few
other prime targets for Parasite include but are not limited to: Arbiters,
Archons, Shuttles, Battlecruisers, Ghosts or Wraiths (before they cloak),
Dropships, Siege Tanks, Guardians, and Overlords. The reason why you don't
usually want to Parasite a smaller or cheaper unit is because they are easily
killed, whether by your hand or by your enemy's. The loss of one Parasited
Zergling, Marine or Zealot means almost nothing to an opponent, especially if
it means keeping a small element of surprise. Transports like the Shuttle,
Dropship and Overlord are very good choices for Parasite because not only will
you be able to see what may be loading into those units, but you will be able
to spot any attempts for a drop attack. One thing to be wary of when Parasiting
is becoming too complacent or overconfident. Clever commanders may use
Parasited units to set up a decoy attack then attacking a completely different
area, most likely one that is lightly defended. So despite having the advantage
of the Parasite's shared vision, keep your guard up at all times.
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Ensnare |
When a
Queen uses its Ensnare ability, a web of sticky green fluid is ejected over a
small area, affecting all units caught beneath it. The affected area covers a
4x4 matrix and lasts for approximately 40 seconds. Once a unit is caught by an
Ensnare, its movement is cut in half. Note that this ability is indiscriminate
in its effects and you can potentially get your own units caught.
As an area
effect ability, Ensnare is useful for slowing down tightly packed groups of
units, giving you the battle advantage once you confront the affected group.
The best time to use this ability is just before a battle and the better
prepared you are to take advantage of the after effects, the better.
One of the
most useful properties of an Ensnare is that it can reveal and affect any
cloaked units caught within the web. The best way to catch cloaked units is to
watch for the slight visual distortion that a cloak field generates and cast
the Ensnare over the area that the cloaked units appear to be in. If it looks
like the cloaked units are moving, lead the Ensnare casting to where the units
will be once the web takes effect and the results will generally be more
favorable for you.
To further
increase your advantage after revealing cloaked units with an Ensnare, use
Parasite on the Ensnared cloaked units and you'll be able to eliminate any
advantage that unit might've had with its cloaking field.
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Spawn Broodling |
Once
evolved with the ability, Queens can launch a small spore cluster to a target
non-robotic ground unit. The spores then attempt to fertilize within any organic
matter in the target, even making their way through armored shells to reach
their organic destination. The spores metabolize the victim immediately and
within a few seconds, the spores gestate and produce a pair of Broodlings
which, upon an explosive birth, destroy the host.
The Queen
can launch these deadly spores from up to 9 matrices away and in groups, Queens
can clear out defensive blockades or halt an enemy invasion in a matter of
seconds. Every ground-based organic unit has the right be fearful of the Queen,
from the minute Zergling to the mighty Ultralisk and Siege Tank.
Although
the ability requires a considerable amount of energy to be used (150 energy),
the fact that the energy regenerates and the victims do not, make Spawn
Broodling one of the deadliest abilities in the Zerg arsenal. However, unless
you have large numbers of Queens at ready, you will usually want to be
selective with which units to infest. Prime targets include the Ultralisk,
Siege Tank and High Templar since their abilities and
attack
power are significant enough to turn the tide of battle at any time. However,
don't limit yourself to these targets, using Spawn Broodling to clear out
groups of Goliaths or Dragoons to give your air forces a better chance for a successful
attack or defense. In some cases, Spawn Broodling can come in handy for the
sole purpose of forcing your opponent to waste resources in producing units to
replace those lost in the birth of a pair of Broodlings.
One thing
to keep in mind that although the ability can prove itself to be extremely
useful, be careful where you send your Queen to carry out the task. Should the
Queen be forced to wade through a multitude of Missle Turrets or Photon
Cannons, the ability will be useless if the Queen dies before it can accomplish
the deed.